Drool wrote: ↑September 12th, 2017, 6:02 pm
demeisen wrote: ↑September 12th, 2017, 2:15 pmEther wrote: ↑September 12th, 2017, 4:48 am1. More complex combat. I know this is an exaggeration, but don't think the vast majority of people want to see a return of AAAAHDD or something along those line. A more elaborate set up of resistances and vulnerabilities I think is a given also.
Agreed 100%! That's probably my #1 hope for BT4: that it gives us interesting, deeply tactical combat.
I'd say this is the thing I dread the most, but I've already given up on simple combat. Looks like every single combat is going to be a tedious slog of dancing around and juggling enemies. Which either means the game is going to be blink-and-you-miss-it short, or a horrible, soul-crushing grind of combat micromanagement.
Yes, this. Some say BT classic combat is WAY too simplified for "modern" culture. And so, we get a highly complex lengthier battle mechanic? Can there not be some balance in between? Quick simple combat isn't ..not.. "modern", it's just a game mechanic. The answer isn't that slow and drawn out complex combat is "modern". That too is just a mechanic. The problem is deciding which mechanic is more appropriate for the game being designed and target audience.
I mean really, in an era of $2 mobile games earning billions, "speed" is not the outdated bottleneck here - it's implementation.
_noblesse_oblige_ wrote: ↑September 12th, 2017, 7:17 pmdemeisen wrote: ↑September 12th, 2017, 2:15 pm
7. Leave behind some of the things that were technical limitations of the day. 2D animated creatures. Wrap-around dungeons. Samey feel of many different areas.
This argument has come up from time to time in this forum, where someone believes that defining characteristics of a game must be ditched, just because they were allegedly born of technical limitations. I don't buy this argument.
- 2D animated portraits can exist in a game today and be really nice - what's the problem? They dovetail nicely with the abstracted combat space of the original series, which one would also expect to see in a sequel.
- I'm not sure why a wraparound dungeon would be considered a technical limitation, but, regardless, I find them to be fun in some cases and see no reason to not include them in a contemporary game.
Yes. Plenty of "modern" games still use 2D/animated graphics. It's artwork. It's not a technical limitation unless the original devs WANTED to do 3D. Even so, the resulting product was one which was perfect for 2D imagery anyway, so it's certainly not a techinical
limitation. Technology has grown to allow 3D, but just because it can doesn't mean it should, and plenty of major development companies know this. No reason why BT4
must be 3D (which isn't me saying it
shouldn't, just arguing the point).
Also, I'd say wraparound dungeons are actually a technical achievement, not a limitation. Really, it would take
more code to allow recognition of party location being outside the bounds of a map and then adjust the position to the other end. Likewise, the mechnic's provision allows for non-wraparound maps by simply dropping wall at the boundaries. So no, wraparound maps aren't a limitation, they are an advanced concept in the game's technical context.
And because I really want to emphasize this:
_noblesse_oblige_ wrote: ↑September 12th, 2017, 7:17 pmdemeisen wrote: ↑September 12th, 2017, 2:15 pm
Mostly I desperately plead to stay away from slapstick, and from making it some kind of single-char FPS mechanic.
With this, I heartily agree.
I already heartily agreed, but I will once more :)
Woolfe wrote: ↑September 12th, 2017, 10:37 pm
What is the difference between a modern game and just a good game?
OK. I could do 4 sentences(The first 2 are similar but not the same), with an example/clarification for each.
And also agree with all of these!